Archive for May, 2007

Zook, Sereven, Daud go to the library to search for spells.
Artemis tries to decide if she wants to get a war horse but can’t decide.

Dos goes to Asaveda to show the clay pot found in the basement of the ettercap lair. They offer 1600 gp for the pot, but Dos decides (after having no idea what the motives are) insists that he would like to speak to Asaveda personally and that she should leave a note at the Broken Mandolin if she were interested in speaking with him.

That evening, we gather together at the fountain to confirm that we have 2 days to wander the town, meeting back at the fountain each evening.

The next day:
Sereven and Zook head to the library. On the way Zook bumps into a bugbear (not a member of the guard) who is insulted by the action, but Sereven steps into save him from a potential beating. The master of the bugbears appears (a giant minotaur) and we find out that they are also adventurers, 1 Minotaur, 1 Goblin (w/ pointy hat), 4 bugbears. Sereven convinces them that they should meet for lunch the day after tomorrow, and the goblin agrees. They’ll bring the meat sacks, she’ll bring the honey.

Dos goes to the docks for the day of Gather information. Kraus has the ability to “vanish”, is sadistic, works for Alba Nardozie (whore mistress person).

Gesshou spots Daud and Artemis walking along to the library, and (amazingly) spots some shady characters following them. Artemis sees Gesshou see the creepy people, and against Daud’s better judgement, Artemis and Gesshou manage to disarm the two guys. Some damage is taken, but things seemed to be going well till Kraus suddenly appears on a rooftop and nearly kills Daud with one shot. Artemis finishes off the two thugs, one of them vaporized, but the other, down to the non-lethal damage levels, and the 3 adventurers dimention door out of the area. At the other end of the dimension door they are caught by the city watch. Although they attempt to argue their way to HQ, they are taken to the local office.

After “discussing” for about an hour about what we were going to do, we ended us splitting up and sending most of the people to the Commondant’s, and Lyr(a) going to go see Adriana Renkin (her employer). Dos is MIA today doing something that we will know about at some later point, presumably. Upon departure we intend to meet up at the Library of Bahamut, and Lyr has already said that she intends to skip town if we aren’t there by the end of the day.

Lyr cleans herself up and goes to the Renkin mansion. Renkin of course is confused as to why Lyr is so concerned about the Magistrate when clearly it’s only the whore house madam who is evil in this situation.

The rest of the party does very little cleaning up and enter city hall. But cleverly have the Medals of Uriel on so that the guy at the reception desk points us to police headquarters. We attempt to subtly open the windows, which almost didn’t work since they prefer the windows closed. Sargent Gorash (bugbear) concedes that we smell so bad that they will leave the windows open for now. After a little chat with the Sargent, the Commondant emerges. The commondant appears genuinely surprised at our story and we offer to lead come troops through the sewers to the ripper lair. Although we find the ripper lair, we are totally unable to find the passageway to the torture chamber. We get out of the lair and receive our reward, a whopping 1k gp each.

Zook buys some scrolls and scopes out the red light district. (He claims it’s to look for the midnight college). When he’s done with it, or rather it is done with him, he goes back to a library to research more spells. But it turns out his library card is expired, so he has to go track down Tabatha Schultz at the University to get a new one. Where he finds her disecting the ripper from the previous day. She shows him the glands that produce the dizzying effect. (Clearly they can make a fortune selling this product on the streets.) She verifies that the rippers are in no way natural and yet not supernatural either. She helps us to identify the properties of the devil that Zook failed a knowledge check on. It’s a “pain devil” specializing in torturing.
Tabatha askes Zook to help identify a number of items: 1) Silvery Blue Feather, 2) big friggin Red Tipped Feather, 3) Black Stone of somekind with a swirl of silver.
1) Avoral wingfeather, a Gardinal (type of celestial), from the heaven plain.
2) Feather from an Enormous Red Tailed Hawk, from the wild plain.
3) Knowledge failed.
The rangers go to the Red Bow to talk it up with the maker of the fancy bows in town. The bowmaker turns out to be a member of the mercenary troop that they defected from a “long time” ago. They get some information about Dereck Kraus (the thug from yesterday) who apparently comes in now and again and buys one or two bows.
Gessho goes to the police headquarters again and finds out that in fact there was a “torture chamber”, but as expected not the hellish one that we found when we nearly died. After “gathering” this information she goes out drinking with the bugbear sargent.
Dos sneaks off after giving Sereven’s hand a little squeeze. (there may or may not be grapple checks and reflex saves involved).
Daud goes to the local hospital and spends the rest of his healing spells.
Lyr, after avoiding the advances of the weaponmaster for more “training”, goes to try scaling the walls of the nearby buildings in an attempt to scope out the magistrate’s house again. After successful checks going over the wall, Lyr enters the magistrate’s house, where she promptly gets mauled by an animated bush, looks like a lion. She runs like hell back rolls about 5 natural 1s, and after finally making it over the last wall, goes to bed.

We hear guards coming as a consequence of the screaming whore, so we run like hell out of the torture chamber. We prevent Zook from sending a parting lightning bolt at the whore on our way out. After a few hundred yards, we duck into a corner to try to ambush the guards who might be following us.
Lo and behold, like everytime we have a “clever” plan, it backfires: Enter 4 loathsome filthy creatures. Ooooze Mephits. Flying slimy clawy thing that have a breath weapon (which we didn’t see). Who apparently had damage reduction but it totally didn’t matter while people just beat the crap out of them (probably why we didn’t see the breath weapon).

After this battle we encountered the guards who chased after us from the whore house. 2 of whom died in the surprise round we got on them. As usual the monk becomes unconcious due to the non-lethal damage, lalala lying in the gutter…. The 4 guards that followed us were killed off very easily, but then enter Boba-Fett… I mean uh… some guy important back story blahblahblah… The thug who works for the mistress of the whore house where Lyr, now revealed to be a girl named Lyra, was born and was going to have to work. We also saw said thug and mistress at the magistrates party so many weeks ago.

The battle starts out on the right foot (except for the monk, still in the gutter) but then the thug decides to run out of the circle of light like an inconsiderate humanoid creature, and the barbarian, in chasing after him, eats 2 Critical Hits, and DIES. Like less than -10 hit points dead… omg how much does it cost for a reserection? dead… Clearly indicating that the battle in fact was now on the left foot. But then the barbarian finds an accounting error in hit points and suddenly finds 8 hit points and is only at -3, which I guess in the end did save us something like 100k in gp, yay accounting…
Although highly injured the party continues to try to fight the slowly retreating thug-guy, but he Dimension Doors away leaving us with nothing! (except some half-dead party members) The corpses of the 4 guards yielded (+1 Great Club, +1 Chain Shirt, M.W. Long Sword, M.W. Light Crossbow)x4. But as a whole the party decides that we should probably book it to the commondant since now we’re known to these scary people at the whore house who clearly are better connected than we are.
Although of course we haven’t considered exactly how trust worthy that particular person might be.

The 2 gutter snipes had to make a fortitude save for Filth Fever, but luckily barbarians have really high fortitude, and monks are immune to disease, so I guess we just won’t know what particular effects that disease has.

Daud had to expend most of the rest of his turn undeads, but at the end of that we have all of our hit points back as we run out of the sewer system.